389 lines
16 KiB
Markdown
389 lines
16 KiB
Markdown
# Tiny Sword — Progression Plan
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Full progression design for a playable idle game, from first click to victory.
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## Overview
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The game has 8 phases. Each phase is gated behind a goal. Completing the goal unlocks new buildings, buffs, or systems that accelerate progress toward the next phase.
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The Devil Idol is visible from the start as a long-term goal — destroying it is the one-time win condition. Prestige loops make it asymptotically easier.
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---
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## Phase Table
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| Phase | Goal | Threshold | Unlocks |
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|---|---|---|---|
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| 1 | *(none)* | Start | Gold Mine (click only, no auto-production) |
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| 2 | `gold_total_30` | 30 total gold | Gold Clicker, Gold Dynamo, Summon Worker buffs |
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| 3 | `gold_total_1300` | 1,300 total gold | Farm building (food economy begins) |
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| 4 | `gold_total_13k` | 13,000 total gold | Forestry building (wood economy), Farm Dynamo, Forest Dynamo |
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| 5 | `gold_350k_wood_20k` | 350K gold + 20K wood | **Prestige** (Castle) + **Research** (Monastery) |
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| 6 | `gold_2M_food_200k_wood_200k` | 2M gold + 200K food + 200K wood | **Alchemy Tower** |
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| 7 | *(post-alchemy)* | — | Alchemy buffs (spend mana stone / cognite / philosopher stone) |
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| 8 | `gold_50M_food_5M_wood_5M` | 50M gold + 5M food + 5M wood | **Barracks** + **Devil Idol fight** |
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> **Note**: Phase 7 has no dedicated goal — it unlocks implicitly when the Alchemy Tower is active and the player can craft alchemy resources. The Phase 8 goal only needs to be reachable after Alchemy buffs have been applied.
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---
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## Phase Details
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### Phase 1 — Start
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**State**: Gold Mine is visible and unlocked, 0 owned, 0 workers.
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**Action**: Player clicks the Gold Mine to earn gold manually (1 gold / click, 0.2s cooldown).
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**Exit**: Accumulate 30 total gold → Phase 2.
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---
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### Phase 2 — First Automation
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**Goal**: `gold_total_30` (30 total gold)
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**Unlocks**:
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| Buff | Kind | Cost | Effect | Max Level |
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|---|---|---|---|---|
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| Gold Clicker | MANUAL_CLICK_MULTIPLIER | Gold | ×(1 + 1×level) click multiplier | 4 |
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| Gold Dynamo | AUTO_PRODUCTION_MULTIPLIER | Food | ×(1 + 1×level) auto prod | 10 |
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| Summon Worker | RESOURCE_PURCHASE | Gold | Grants 1 worker | ∞ |
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**Design note**: Gold Dynamo costs food but Farm isn't unlocked until Phase 3. This is intentional — the buff is visible but unusable until food flows. It creates anticipation.
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**Exit**: Buy Summon Worker (200 gold) → get 1 worker → buy first Gold Mine (1 worker) → auto-production begins at 20 gold/s. Accumulate 1,300 total gold → Phase 3.
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---
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### Phase 3 — Food Economy
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**Goal**: `gold_total_1300` (1,300 total gold)
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**Unlocks**:
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- **Farm** building — starts with 1 owned, produces 20 food/s, purchasable with workers
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**New loop**: Gold → workers → more Gold Mines + more Farms. Food accumulates. Gold Dynamo (unlocked in Phase 2) now becomes purchasable with food, multiplying gold mine output.
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**Exit**: Accumulate 13,000 total gold → Phase 4.
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---
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### Phase 4 — Wood Economy
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**Goal**: `gold_total_13k` (13,000 total gold)
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**Unlocks**:
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- **Forestry** building — starts with 1 owned, produces 20 wood/s, purchasable with workers
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- **Farm Dynamo** buff — AUTO_PRODUCTION_MULTIPLIER for Farm, costs food, max 10
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- **Forest Dynamo** buff — AUTO_PRODUCTION_MULTIPLIER for Forestry, costs food, max 10
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**New loop**: Wood flows alongside gold and food. Three parallel production lines scale independently.
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**Exit**: Accumulate 350,000 gold + 20,000 wood → Phase 5.
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---
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### Phase 5 — Prestige + Research
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**Goal**: `gold_350k_wood_20k` (350,000 total gold + 20,000 total wood)
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**Unlocks**:
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- **Prestige panel** at Castle becomes visible and interactive
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- **Research panel** at Monastery becomes visible and interactive
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#### Prestige System
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| Config Property | Value |
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| Source basis | RUN_TOTAL (gold earned this run) |
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| Formula | POWER, exponent 0.5, scale 1.0 |
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| Threshold | 50,000 gold (per prestige point) |
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| Rounding | FLOOR |
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**First prestige estimate**: At 350K gold → `floor(sqrt(350000/50000))` = `floor(sqrt(7))` = `floor(2.64)` = **2 ascension points**.
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**Second run**: With prestige buffs applied and ~500K gold → `floor(sqrt(10))` = **3 ascension points**.
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`total_prestige_earned` persists across resets — it's a strictly increasing counter that never resets. It feeds the prestige multiplier (`base_multiplier + total_prestige_earned × multiplier_per_prestige`).
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**Prestige Buff Graph** (purchasable with ascension points):
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| Node | Cost | Prerequisites | Effect |
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|---|---|---|---|
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| Golden Touch | 1 ascension | *(none)* | Gold Mine ×2 production |
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| Fertile Grounds | 2 ascension | Golden Touch | Farm ×2 production |
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| Wood Touch | 3 ascension | Fertile Grounds | Forestry ×2 production |
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| Martial Prowess | 5 ascension | Wood Touch | Barracks ×2 unit production *(Phase 8)* |
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#### Research System
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Three research tracks at the Monastery:
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| Track | Linked Generator | XP Source |
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|---|---|---|
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| Gold Mine Research | Gold Mine | Gold production |
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| Farm Research | Farm | Food production |
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| Forestry Research | Forestry | Wood production |
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One track active at a time. XP scales with workers assigned to research (`research_workers`). Default: 0.01 XP per currency unit, 100 XP for level 1, ×1.5 growth per level, +0.1 multiplier per level.
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**Exit**: Accumulate 2M gold + 200K food + 200K wood → Phase 6.
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---
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### Phase 6 — Alchemy Tower
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**Goal**: `gold_2M_food_200k_wood_200k` (2,000,000 total gold + 200,000 food + 200,000 wood)
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**Unlocks**:
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- **Alchemy Tower** building — passively produces Magic Gold
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#### Alchemy Tower Mechanics
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- Cycles of base 5 seconds, producing 1 Magic Gold per cycle
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- Cycle time grows ×1.2 per completed cycle
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- Workers can be assigned (1 worker each, up to 10) for +10% speed each
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- Workers assigned here are separate from research workers (spent from worker currency)
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#### Crafting Recipes
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| Recipe | Input | Output |
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|---|---|---|
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| Mana Stone | 10 Magic Gold | 1 Mana Stone |
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| Cognite | 25 Magic Gold | 1 Cognite |
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| Philosopher Stone | 10 Mana Stone + 10 Cognite | 1 Philosopher Stone |
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**Exit**: Build up alchemy resources → Phase 7 (implicit).
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---
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### Phase 7 — Alchemy Buffs
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**Prerequisite**: Alchemy Tower active, player can craft resources.
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Three new buffs, purchasable with alchemy resources:
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| Buff | Cost Currency | Target | Effect | Max Level |
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|---|---|---|---|---|
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| Fertile Infusion | Mana Stone | Farm | ×2 production per level | 5 |
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| Sylvan Cognite | Cognite | Forestry | ×2 production per level | 5 |
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| Opus Magnum | Philosopher Stone | Gold Mine | ×3 production per level | 5 |
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Added to the buff catalogue. Available via the existing buff purchase UI in each generator's panel.
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**Exit**: Accumulate 50M gold + 5M food + 5M wood → Phase 8.
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---
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### Phase 8 — Devil Idol (Finale)
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**Goal**: `gold_50M_food_5M_wood_5M` (50,000,000 total gold + 5,000,000 food + 5,000,000 wood)
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**Unlocks**:
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- **Barracks** building — produces Military Units (pure damage currency)
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- **Devil Idol** becomes targetable
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#### Barracks
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| Property | Value |
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| Produces | `unit` currency |
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| Purchase cost | Workers |
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| Unlock goal | Phase 8 goal |
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| Research track | Shares with ? or none (TBD) |
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| Prestige buff | Martial Prowess (×2 unit production) |
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#### Devil Idol
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| Property | Value |
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|---|---|
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| Visible from | Start (always visible in world) |
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| Targetable from | Phase 8 |
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| HP | `1e12` (1,000,000,000,000) — defined in an exported resource |
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| Damage mechanic | Click idol to spend 1 unit → deal 1 damage. Or "Send Army" button for bulk spend. |
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| Win condition | HP ≤ 0 → victory signal (TBD: victory screen, credits, etc.) |
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#### Asymptotic Loop
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Without prestige: defeating the idol would require 10^12 units, which with baseline production is essentially infinite.
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With prestige: each loop applies Martial Prowess (+×2 per level) to Barracks production. A player with 5 ascension points in Martial Prowess produces ×32 units per cycle. As they earn more ascension points across runs, unit production scales multiplicatively, asymptotically reducing the "time to kill."
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The idol HP never resets — it's persistent across prestige. Each prestige loop chips away at it.
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---
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## Currency Catalogue (Complete)
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| Currency | ID | Produced By | Used For |
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| Gold | `gold` | Gold Mine | Buff purchases, worker generation |
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| Worker | `worker` | Summon Worker buff | Purchasing generators, research assignment, alchemy workers |
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| Food | `food` | Farm | Buff purchases |
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| Wood | `wood` | Forestry | Goal requirements |
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| Ascension | `ascension` | Prestige resets | Prestige buff graph |
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| Magic Gold | `magic_gold` | Alchemy Tower | Crafting mana stones + cognite |
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| Mana Stone | `mana_stone` | Craft (10 magic gold) | Crafting philosopher stones, Fertile Infusion buff |
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| Cognite | `cognite` | Craft (25 magic gold) | Crafting philosopher stones, Sylvan Cognite buff |
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| Philosopher Stone | `philosoper_stone` | Craft (10 mana + 10 cognite) | Opus Magnum buff |
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| Unit | `unit` | Barracks | Devil Idol damage |
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---
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## Buff Catalogue (Complete)
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| Buff | ID | Kind | Cost | Unlock Goal | Max Lvl | Target |
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|---|---|---|---|---|---|---|
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| Gold Clicker | `gold_click_focus` | CLICK_MULT | Gold | `gold_total_30` | 4 | Gold Mine |
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| Gold Dynamo | `gold_auto_flux` | AUTO_MULT | Food | `gold_total_30` | 10 | Gold Mine |
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| Summon Worker | `summon_worker` | RESOURCE | Gold | `gold_total_30` | ∞ | Worker |
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| Farm Dynamo | `farm_auto_flux` | AUTO_MULT | Food | `gold_total_13k` | 10 | Farm |
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| Forest Dynamo | `forestry_auto_flux` | AUTO_MULT | Food | `gold_total_13k` | 10 | Forestry |
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| Fertile Infusion | *(new)* | AUTO_MULT | Mana Stone | *(alchemy active)* | 5 | Farm |
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| Sylvan Cognite | *(new)* | AUTO_MULT | Cognite | *(alchemy active)* | 5 | Forestry |
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| Opus Magnum | *(new)* | AUTO_MULT | Philo Stone | *(alchemy active)* | 5 | Gold Mine |
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---
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## Goal Catalogue (Complete)
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| Goal ID | Requirements | Unlock Behavior | Phase |
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|---|---|---|---|
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| `gold_total_30` | 30 gold | AUTOMATIC | 2 |
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| `gold_total_1300` | 1,300 gold | MANUAL | 3 |
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| `gold_total_13k` | 13,000 gold | MANUAL | 4 |
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| `gold_350k_wood_20k` | 350,000 gold + 20,000 wood | MANUAL | 5 |
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| `gold_2M_food_200k_wood_200k` *(new)* | 2M gold + 200K food + 200K wood | MANUAL | 6 |
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| `gold_50M_food_5M_wood_5M` *(new)* | 50M gold + 5M food + 5M wood | MANUAL | 8 |
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---
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## Prestige Buff Graph (Complete)
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```
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Golden Touch (1pt)
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│
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Fertile Grounds (2pt)
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│
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Wood Touch (3pt)
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│
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Martial Prowess (5pt)
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```
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| Node | Cost | Prerequisites | Effect | Target |
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|---|---|---|---|---|
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| Golden Touch | 1 | none | ×2 production | Gold Mine |
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| Fertile Grounds | 2 | Golden Touch | ×2 production | Farm |
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| Wood Touch | 3 | Fertile Grounds | ×2 production | Forestry |
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| Martial Prowess | 5 | Wood Touch | ×2 production | Barracks |
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---
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## Buildings (Complete)
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| Building | Scene | Generates | Cost Currency | Unlock Goal |
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| Gold Mine | `gold_mine.tscn` | Gold | Worker | *(none)* |
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| Farm | `farm.tscn` | Food | Worker | `gold_total_1300` |
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| Forestry | `forestry.tscn` | Wood | Worker | `gold_total_13k` |
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| Monastery | `monastery.tscn` | *(none — Research UI)* | — | `gold_350k_wood_20k` (panel visible) |
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| Castle | `castle.tscn` | *(none — Prestige UI)* | — | `gold_350k_wood_20k` (panel visible) |
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| Alchemy Tower | `alchemy_tower.tscn` | Magic Gold | — | `gold_2M_food_200k_wood_200k` *(new)* |
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| Barracks | `barracks.tscn` *(new)* | Unit | Worker | `gold_50M_food_5M_wood_5M` *(new)* |
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| Devil Idol | `devil_idol.tscn` *(new)* | *(none — damage sink)* | — | `gold_50M_food_5M_wood_5M` (targetable) |
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---
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## Implementation Checklist
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### Phase 1–2 (already exists)
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- [x] Gold Mine building + generator
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- [x] Gold Clicker, Gold Dynamo, Summon Worker buffs
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- [x] `gold_total_30` goal
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### Phase 3–4 (already exists)
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- [x] Farm building + generator
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- [x] `gold_total_1300` goal
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- [x] Forestry building + generator
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- [x] Farm Dynamo, Forest Dynamo buffs
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- [x] `gold_total_13k` goal
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### Phase 5 — Prestige + Research Visibility
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- [ ] **`castle.gd`**: Uncomment `_prestige_panel.visible = true`, gate behind `gold_350k_wood_20k` goal completion
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- [ ] **`primary_prestige.tres`**: Tune basis → RUN_TOTAL, source → `"gold"`, threshold → 50,000, exponent → 0.5
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- [ ] **`monastery.gd`**: Gate `_research_panel.visible` behind `gold_350k_wood_20k` goal completion
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- [ ] **`prestige_buff_catalogue.tres`**: Add Wood Touch + Martial Prowess nodes
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- [x] `gold_350k_wood_20k` goal (already exists)
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### Phase 6 — Alchemy Tower Gating
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- [ ] **New goal `.tres`**: `gold_2M_food_200k_wood_200k`
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- [ ] **`ts_goal_catalogue.tres`**: Register new goal
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- [ ] **`alchemy_tower_data.tres`** or **`alchemy_tower.tscn`**: Add `unlock_goal` field
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- [ ] Wire unlock to Alchemy Tower visibility
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### Phase 7 — Alchemy Buffs
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- [ ] **New buff `.tres`**: Fertile Infusion (mana stone → farm, ×2, max 5)
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- [ ] **New buff `.tres`**: Sylvan Cognite (cognite → forestry, ×2, max 5)
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- [ ] **New buff `.tres`**: Opus Magnum (philosopher stone → gold mine, ×3, max 5)
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- [ ] **`ts_buff_catalogue.tres`**: Register the 3 new buffs
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### Phase 8 — Barracks + Devil Idol
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- [ ] **New goal `.tres`**: `gold_50M_food_5M_wood_5M`
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- [ ] **`ts_goal_catalogue.tres`**: Register new goal
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- [ ] **New currency `.tres`**: Unit (`unit`)
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- [ ] **`ts_currency_catalogue.tres`**: Register unit currency
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- [ ] **New generator data `.tres`**: `barracks_generator.tres`
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- [ ] **New scene**: `barracks.tscn` (NG2D, sprite, Area2D, CurrencyGenerator, GeneratorContainer)
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- [ ] **New scene**: `devil_idol.tscn` (NG2D, sprite, Area2D, click handler, HP display, win logic)
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- [ ] **New prestige buff `.tres`**: Martial Prowess (×2 barracks production, cost 5 ascension, parent: Wood Touch)
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- [ ] **`prestige_buff_catalogue.tres`**: Register Martial Prowess
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- [ ] **`tiny_sword.tscn`**: Place Barracks + Devil Idol in world
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- [ ] Victory condition handling (TBD: signal, screen, save state)
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### Research (Phase 5+, already functional)
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- [x] ResearchData for Gold Mine, Farm, Forestry
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- [x] ResearchPanel at Monastery
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- [x] ResearchRow UI
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- [x] XP generation in CurrencyGenerator
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- [ ] *(optional)*: Add Barracks research track
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- [ ] *(optional)*: Tune per-track values (XP required, multiplier growth)
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---
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## File Map
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```
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docs/gyms/tiny_sword/
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├── PROGRESSION.md ← this file
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├── tiny_sword.tscn ← main scene (add Barracks + Devil Idol)
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│
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├── currencies/
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│ ├── ts_currency_catalogue.tres ← register "unit" currency
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│ └── unit.tres ← NEW: unit currency definition
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│
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├── buffs/
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│ ├── ts_buff_catalogue.tres ← register alchemy buffs
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│ ├── fertile_infusion_buff.tres ← NEW
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│ ├── sylvan_cognite_buff.tres ← NEW
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│ └── opus_magnum_buff.tres ← NEW
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│
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├── goals/
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│ ├── ts_goal_catalogue.tres ← register new phase 6 + 8 goals
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│ ├── gold_2M_food_200k_wood_200k.tres ← NEW
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│ └── gold_50M_food_5M_wood_5M.tres ← NEW
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│
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├── prestige/
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│ ├── primary_prestige.tres ← tune: RUN_TOTAL, gold, 50K threshold
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│ ├── prestige_buff_catalogue.tres ← register Wood Touch + Martial Prowess
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│ ├── prestige_buff_wood_boost.tres ← existing (may need cost/parent update)
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│ └── prestige_buff_barracks_boost.tres ← NEW
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│
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├── buildings/
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│ ├── barracks/ ← NEW
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│ │ ├── barracks.tscn
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│ │ └── barracks_generator.tres
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│ ├── devil_idol/ ← NEW
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│ │ └── devil_idol.tscn
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│ └── ... (existing buildings)
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│
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└── research/
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└── ts_research_catalogue.tres ← (optional) add barracks research
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```
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